[FIXED B742] Interceptors using afterburner, running out of fuel (Full Version)

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FlyingBear -> [FIXED B742] Interceptors using afterburner, running out of fuel (6/28/2015 5:48:45 PM)

We still seem to have a problem with interceptors on an AAW strike mission using afterburners against too distant targets and running out of fuel.

In the attached test scenario I want to investigate whether a deck launched F-14 supported by an E-2C patrol at 120 nm can intercept a Bear D before it gets close enough to detect the CVBG.

After a couple minutes the E-2C will detect the Bear's radars, and the F-14 will launch to intercept. The F-14 will go to afterburner right after takeoff and runs out of fuel long before it reaches a firing position.

If I manually select military power the intercept works, but the AI side cannot do that.

If I edit the scenario to switch off the Bear's radars it will be detected by the E-2C's radar, classified as unfriendly (I have an exclusion zone around the carrier), the interceptor uses military power and the intercept works.

If I switch off the Bear's radars and manually mark it as hostile as soon as I detect it the interceptor uses afterburner and the intercept fails.

This is with build 678.17.

Thanks,
/FlyingBear




mikmykWS -> RE: Interceptors using afterburner, running out of fuel (6/28/2015 6:02:29 PM)

Okay

Will add this to our list. Problem is if an long intercept is queued the AI doesn't know to throttle down for the best economy.

We have an existing ticket in to allow players to mod the transit speeds similar to patrol missions which may resolve but agree in this case (it literally is an edge case [:)]) we should figure out a way to get the AI to figure this out on its own.

Mike




ComDev -> RE: Interceptors using afterburner, running out of fuel (9/12/2015 2:36:21 PM)

Have fixed this one :)

Thanks for reporting!




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